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Test framework: fixed ai play commands, added more tests
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parent
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commit
a20bca1b21
6 changed files with 258 additions and 25 deletions
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@ -490,13 +490,9 @@ public class ComputerPlayer extends PlayerImpl implements Player {
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required = false;
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}
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// temp lists
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List<Permanent> goodList = new ArrayList<>();
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List<Permanent> badList = new ArrayList<>();
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List<Permanent> allList = new ArrayList<>();
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List<Permanent> goodList2 = new ArrayList<>();
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List<Permanent> badList2 = new ArrayList<>();
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List<Permanent> allList2 = new ArrayList<>();
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// TODO: improve to process multiple opponents instead random
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UUID randomOpponentId;
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@ -2541,6 +2537,18 @@ public class ComputerPlayer extends PlayerImpl implements Player {
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allList.addAll(goodList);
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allList.addAll(badList);
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// "can target all mode" don't need your/opponent lists -- all targets goes with same value
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if (outcome.isCanTargetAll()) {
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allList.sort(comparator); // bad sort
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if (outcome.isGood()) {
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Collections.reverse(allList); // good sort
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}
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goodList.clear();
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goodList.addAll(allList);
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badList.clear();
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badList.addAll(allList);
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}
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}
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208
Mage.Tests/src/test/java/org/mage/test/AI/basic/CopyAITest.java
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208
Mage.Tests/src/test/java/org/mage/test/AI/basic/CopyAITest.java
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@ -0,0 +1,208 @@
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package org.mage.test.AI.basic;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBaseWithAIHelps;
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/**
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* @author JayDi85
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*/
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public class CopyAITest extends CardTestPlayerBaseWithAIHelps {
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// AI makes decisions by two different modes:
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// 1. Simulation: If it searching playable spells then it play it in FULL SIMULATION (abilities + all possible targets)
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// 2. Response: If it searching response on dialog then it use simple target search (without simulation)
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@Test
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public void test_CloneChoose_Manual() {
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// You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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addCard(Zone.HAND, playerA, "Clone", 1); // {3}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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//
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addCard(Zone.BATTLEFIELD, playerA, "Arbor Elf", 1); // 1/1
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 1); // 2/2
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addCard(Zone.BATTLEFIELD, playerB, "Spectral Bears", 1); // 3/3
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// clone
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Clone");
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setChoice(playerA, "Yes");
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setChoice(playerA, "Spectral Bears");
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertPermanentCount(playerB, "Spectral Bears", 1);
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}
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@Test
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public void test_CloneChoose_AI_Simulation_MostValueableFromOwn() {
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// You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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addCard(Zone.HAND, playerA, "Clone", 1); // {3}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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//
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addCard(Zone.BATTLEFIELD, playerA, "Arbor Elf", 1); // 1/1
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addCard(Zone.BATTLEFIELD, playerA, "Spectral Bears", 1); // 3/3
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 1); // 2/2
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// clone (AI must choose most valueable permanent - own)
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 2);
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assertPermanentCount(playerB, "Spectral Bears", 0);
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}
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@Test
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public void test_CloneChoose_AI_Simulation_MostValueableFromOpponent() {
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// You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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addCard(Zone.HAND, playerA, "Clone", 1); // {3}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
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//
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addCard(Zone.BATTLEFIELD, playerA, "Arbor Elf", 1); // 1/1
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 1); // 2/2
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addCard(Zone.BATTLEFIELD, playerB, "Spectral Bears", 1); // 3/3
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// clone (AI must choose most valueable permanent - opponent)
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertPermanentCount(playerB, "Spectral Bears", 1);
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}
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@Test
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public void test_CopyTarget_Manual() {
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// Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card, except it has this ability.
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addCard(Zone.BATTLEFIELD, playerA, "Dimir Doppelganger", 1); // {1}{U}{B}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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//
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addCard(Zone.GRAVEYARD, playerA, "Arbor Elf", 1); // 1/1
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addCard(Zone.GRAVEYARD, playerB, "Balduvian Bears", 1); // 2/2
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addCard(Zone.GRAVEYARD, playerB, "Spectral Bears", 1); // 3/3
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// copy
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}{U}{B}: Exile target");
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addTarget(playerA, "Spectral Bears");
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertExileCount("Spectral Bears", 1);
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}
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@Test
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public void test_CopyTarget_AI_Simulation_MostValueableFromOwn() {
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// Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card, except it has this ability.
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addCard(Zone.BATTLEFIELD, playerA, "Dimir Doppelganger", 1); // {1}{U}{B}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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//
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addCard(Zone.GRAVEYARD, playerA, "Arbor Elf", 1); // 1/1
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addCard(Zone.GRAVEYARD, playerA, "Spectral Bears", 1); // 3/3
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//
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addCard(Zone.GRAVEYARD, playerB, "Balduvian Bears", 1); // 2/2
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// copy (AI must choose most valueable permanent - own)
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertExileCount("Spectral Bears", 1);
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}
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@Test
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public void test_CopyTarget_AI_Simulation_MostValueableFromOpponent() {
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// Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card, except it has this ability.
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addCard(Zone.BATTLEFIELD, playerA, "Dimir Doppelganger", 1); // {1}{U}{B}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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//
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addCard(Zone.GRAVEYARD, playerA, "Arbor Elf", 1); // 1/1
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//
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addCard(Zone.GRAVEYARD, playerB, "Balduvian Bears", 1); // 2/2
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addCard(Zone.GRAVEYARD, playerB, "Spectral Bears", 1); // 3/3
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// copy (AI must choose most valueable permanent - opponent)
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aiPlayPriority(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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setStopAt(1, PhaseStep.END_TURN);
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setStrictChooseMode(true);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertExileCount("Spectral Bears", 1);
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}
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@Test
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public void test_CopyTarget_AI_Response_MostValueableFromOwn() {
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// Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card, except it has this ability.
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addCard(Zone.BATTLEFIELD, playerA, "Dimir Doppelganger", 1); // {1}{U}{B}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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//
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addCard(Zone.GRAVEYARD, playerA, "Arbor Elf", 1); // 1/1
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addCard(Zone.GRAVEYARD, playerA, "Spectral Bears", 1); // 3/3
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//
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addCard(Zone.GRAVEYARD, playerB, "Balduvian Bears", 1); // 2/2
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// copy (AI must choose most valueable permanent - own)
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}{U}{B}: Exile target");
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//addTarget(playerA, "Spectral Bears"); // AI must choose
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setStopAt(1, PhaseStep.END_TURN);
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//setStrictChooseMode(true); // AI must choose
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertExileCount("Spectral Bears", 1);
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}
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@Test
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public void test_CopyTarget_AI_Response_MostValueableFromOpponent() {
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// Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card, except it has this ability.
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addCard(Zone.BATTLEFIELD, playerA, "Dimir Doppelganger", 1); // {1}{U}{B}
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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//
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addCard(Zone.GRAVEYARD, playerA, "Arbor Elf", 1); // 1/1
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//
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addCard(Zone.GRAVEYARD, playerB, "Balduvian Bears", 1); // 2/2
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addCard(Zone.GRAVEYARD, playerB, "Spectral Bears", 1); // 3/3
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// copy (AI must choose most valueable permanent - opponent)
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}{U}{B}: Exile target");
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//addTarget(playerA, "Spectral Bears"); // AI must choose
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setStopAt(1, PhaseStep.END_TURN);
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//setStrictChooseMode(true); // AI must choose
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Spectral Bears", 1);
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assertExileCount("Spectral Bears", 1);
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}
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}
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@ -1,8 +1,7 @@
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package org.mage.test.player;
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import mage.constants.PhaseStep;
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import mage.game.Game;
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/**
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* @author BetaSteward_at_googlemail.com
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@ -36,4 +35,11 @@ public class PlayerAction {
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public String getActionName() {
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return this.actionName;
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}
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/**
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* Calls after action removed from commands queue later (for multi steps action, e.g. AI related)
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*/
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public void onActionRemovedLater(Game game, TestPlayer player) {
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//
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}
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}
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@ -176,6 +176,10 @@ public class TestPlayer implements Player {
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actions.add(new PlayerAction(actionName, turnNum, step, action));
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}
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public void addAction(PlayerAction playerAction) {
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actions.add(playerAction);
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}
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public List<PlayerAction> getActions() {
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return actions;
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}
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@ -552,6 +556,7 @@ public class TestPlayer implements Player {
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List<PlayerAction> removed = new ArrayList<>();
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actionsToRemovesLater.forEach((action, step) -> {
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if (game.getStep().getType() != step) {
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action.onActionRemovedLater(game, this);
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actions.remove(action);
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removed.add(action);
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}
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@ -689,26 +694,18 @@ public class TestPlayer implements Player {
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// play priority
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if (command.equals(AI_COMMAND_PLAY_PRIORITY)) {
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AICanChooseInStrictMode = true;
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try {
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computerPlayer.priority(game);
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actions.remove(action);
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return true;
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} finally {
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AICanChooseInStrictMode = false;
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}
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AICanChooseInStrictMode = true; // disable on action's remove
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computerPlayer.priority(game);
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actions.remove(action);
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return true;
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}
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// play step
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if (command.equals(AI_COMMAND_PLAY_STEP)) {
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AICanChooseInStrictMode = true;
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try {
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actionsToRemovesLater.put(action, game.getStep().getType());
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computerPlayer.priority(game);
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return true;
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} finally {
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AICanChooseInStrictMode = false;
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}
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AICanChooseInStrictMode = true; // disable on action's remove
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actionsToRemovesLater.put(action, game.getStep().getType());
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computerPlayer.priority(game);
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return true;
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}
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Assert.fail("Unknow ai command: " + command);
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@ -3771,4 +3768,8 @@ public class TestPlayer implements Player {
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public ComputerPlayer getComputerPlayer() {
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return computerPlayer;
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}
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public void setAICanChooseInStrictMode(boolean AICanChooseInStrictMode) {
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this.AICanChooseInStrictMode = AICanChooseInStrictMode;
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}
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}
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@ -1424,7 +1424,7 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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*/
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public void aiPlayPriority(int turnNum, PhaseStep step, TestPlayer player) {
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assertAiPlayAndGameCompatible(player);
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player.addAction(turnNum, step, AI_PREFIX + AI_COMMAND_PLAY_PRIORITY);
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player.addAction(createAIPlayerAction(turnNum, step, AI_COMMAND_PLAY_PRIORITY));
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}
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/**
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@ -1433,7 +1433,17 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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*/
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public void aiPlayStep(int turnNum, PhaseStep step, TestPlayer player) {
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assertAiPlayAndGameCompatible(player);
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player.addAction(turnNum, step, AI_PREFIX + AI_COMMAND_PLAY_STEP);
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player.addAction(createAIPlayerAction(turnNum, step, AI_COMMAND_PLAY_STEP));
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}
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public PlayerAction createAIPlayerAction(int turnNum, PhaseStep step, String aiCommand) {
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// AI actions must disable and enable strict mode
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return new PlayerAction("", turnNum, step, AI_PREFIX + aiCommand) {
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@Override
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public void onActionRemovedLater(Game game, TestPlayer player) {
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player.setAICanChooseInStrictMode(false);
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}
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};
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}
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private void assertAiPlayAndGameCompatible(TestPlayer player) {
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@ -46,7 +46,7 @@ public enum Outcome {
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// AI sorting targets by priorities (own or opponents) and selects most valueable or weakest
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private final boolean good;
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// no different between own or opponent targets (example: copy must choose from all permanents) // TODO: copy must choose most valueable from opponent too
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// no different between own or opponent targets (example: copy must choose from all permanents)
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private boolean canTargetAll;
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Outcome(boolean good) {
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